[Implemented] Fully GZDoom compatibility

Sun, 27 Jan 2008 22:46:54

Alex-bomber_Man

May be it sounds stupid.. But i see vavoom got a lot of ZDoom features... Evenmore, i have just tested old zdoom game mod named Rampage doom. It's based on dehacked.
And i was impresed - it worked, and worked 85% correctly! It was playable. But i saw some things not implemented into vavoom.
- z-bridges (objects that make realy 2nd floor in ZDoom).. Yes, not usefull in vavoom maps (we have 3D floors, but will be usefull for old ZDoom mods =)
- friendly monsters. That is ZDoom's feature too, used in lots (G)ZDoom mods
- more advanced new DECORATE and GZDoom-style lightdefs
- support forone-file pk3 game mods (all resources, even wad are in one file)
- Decals <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> .. thats would be cool, but not so important as previous 4 requests <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->

Sun, 27 Jan 2008 23:17:58

Janis Legzdinsh

- z-bridges (objects that make realy 2nd floor in ZDoom).. Yes, not usefull in vavoom maps (we have 3D floors, but will be usefull for old ZDoom mods =)

That should be quite easy to add.

- friendly monsters. That is ZDoom's feature too, used in lots (G)ZDoom mods

Also not a big problem.

- more advanced new DECORATE and GZDoom-style lightdefs

Eventually, yes.

- support forone-file pk3 game mods (all resources, even wad are in one file)

I really dont understand why Vavoom should be "(G)ZDoom" compatible, since Vavoom is not ZDoom.
If i want to play or edit a ZDoom map, i do that: play ZDoom.
If i want a Vavoom map, i play Vavoom.
[quote="Janis Legzdinsh":2rw8zg5d]

- z-bridges (objects that make realy 2nd floor in ZDoom).. Yes, not usefull in vavoom maps (we have 3D floors, but will be usefull for old ZDoom mods =)

That should be quite easy to add.
That's the same question as "why dont use voxels?".
I think that kind of bridges is only a lost of time, at least for the guy editing the map.
And i told you the same that before: for ZDoom mods, play ZDoom.
[quote="Janis Legzdinsh":2rw8zg5d]

- friendly monsters. That is ZDoom's feature too, used in lots (G)ZDoom mods

Also not a big problem.

- more advanced new DECORATE and GZDoom-style lightdefs

Eventually, yes.
What's the sense of haveing a very advanced Decorate, if our VavoomC code is nearly same as decorate, yet more powerfull, and already implemented?
Ok, Decorate could be handly for doing fast and simple Actors, or even modify any actor using inheritance, without haveing to compile and so, but really, "copy" the (G)ZDoom Decorate i think it is a nosense.
In the other hand, what are you refering with "lightdefs"? The GLDEFS lump or the light definition lump?
I really prefer a GLDEFS lump, to create our own dynamic lights associed to a certain frames of a sprite.
[quote="Janis Legzdinsh":2rw8zg5d]

Cool, but not that important right now.
I think this is more important and usefull as all previous requests.
[url:2rw8zg5d]http://vavoom-engine.com/forums/viewtopic.php?t=1203 <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->

Tue, 29 Jan 2008 20:25:12

Alex-bomber_Man

[quote="Janis Legzdinsh":6wrje4er]

- support forone-file pk3 game mods (all resources, even wad are in one file)

And what's missing here?
Hmm.. writing mistake: one-file game mods. I mean all the game resources like main map/textures wad, models directory, hires directory, sound directory, music directory, modeldef file, sndinfo file and others are in one PK3 file, and we dont need to unzip it to play. I can show you an example of that if needed. it becomes popular =)
I may answer why i want all it on vavoom, not gzdoom. I hate GZDOOM engine, it renders awfully, its software mode is ZDoom at all, it doesnt renders even 3D floors! I want to play most new wads i see on Vavoom, and i want to have an obility to write new actors easily (Decorate)

Wed, 30 Jan 2008 00:18:00

spiderman

[quote="Alex-bomber_Man":13y269ep]I mean all the game resources like main map/textures wad, models directory, hires directory, sound directory, music directory, modeldef file, sndinfo file and others are in one PK3 file, and we dont need to unzip it to play.
That's already supported!

Wed, 30 Jan 2008 09:58:52

Crimson Wizard

[quote="spiderman":2g31gm95][quote="Alex-bomber_Man":2g31gm95]I mean all the game resources like main map/textures wad, models directory, hires directory, sound directory, music directory, modeldef file, sndinfo file and others are in one PK3 file, and we dont need to unzip it to play.
That's already supported!
And quite a long time already <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->

Tue, 08 Apr 2008 09:19:33

Janis Legzdinsh

Implemented, except decals which is duplicate request.

Wed, 11 Jun 2008 02:46:18

spiderman

Hi, I know I haven't been around a lot lately, but this is very intriguing. Gzdoom has a lot of users, but I prefer vavoom to gzdoom for everyday use for a variety of reasons (compiles easily, cool software renderer look, etc). Does this mean I can create content for gzdoom and test it on vavoom? I am most interested in stuff that gzdoom / vavoom supports but zdoom does not, specifically 3d floors, md3 models and dynamic lights. I know gzdoom supports vavoom 3d floors, but does this mean vavoom supports gzdoom 3d floors as well? And what about all of the (g)zdoom modifications to acs, are they supported as well?
Thanks in advance for the update ;)